|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
But that will cost you your animal companion, whom you are specifically allowed to cast enlarge person on, for that large, flanking, friend at level 1....
What about a Kasatha Bow Nomad? Their version of deflect arrows allows them to deflect any ranged attack within 30ft of them, without rolling. which moves the question in this one, very limited, instance to is a fireball considered a ranged attack? If so Kasathans just became ridiculous.
Ryan Dancey wrote:
So in your opinion, the ability to harvest and protect more resources per outing doesn't count as a mechanical advantage? The ability to remove yourself from the world by ducking into a smallholding if you get attacked is not a mechanical advantage either? I'm sorry but these items are pay to win. They drastically increase a players survivability and profitability. Player housing should be player built, player bought, player sold, and player traded. Premium items should only be aesthetic or they lead to a pay to win culture. Power creep happens, and will likely happen with your premium items as you try to entice future purchases. I'm an early enrollee and this announcement has deeply disappointed me.
I asked this once but it got buried.
What if you belong to multiple companies?
Will you always count as your primary or once your primary has a tower under control if you stand in another capture circle are you gaining points for your secondary?
Can a group be in 3 companies all tied to the same settlement, thus having 1 group (if its large enough) pull 3 towers (one for the primary company, one for the secondary company, and one for their third company)?
edit-great minds warstein...
Will we be able to belong to 3 companies on day 1, could I potentially be contributing to the training level of three different settlements? What if 1 company I belong to is fighting another company I belong to for control of the same tower? Will my presence contribute only to the higher priority company?
Any chance of seeing Sarenrae added along with non Avistan styled armor and weapons for Garundi / Keleshite players?
My guess is that any settlement with a large number of ranger types with a variety of knowledge skills (as knowledge skills will apparently affect mob drops) will create an enticing local for crafters.
Precisely why I plan to make just such a character as my alt. I'm hoping that mob drops will be the best method for farming the alchemical ingredients my main intends to use.
I'm experimenting with the shadowdancer and various builds, this is just one that I was looking for rule clarification on. As a player I don't really see much difference between losing your abilities when you lose your weapon and losing your abilities when you lose your spellbook or component pouch, effectively i see that as something to RP not something that would diminish the game in any way.
delay of game, the gunslinger (who is both the most experienced player and the party's biggest damage dealer) was busy larping some zombies.
so now I have more time to fine tune the encounter.
sadly OmniBlock the story is mostly set in so much as terrain is concerned, but I could probably add an underground lake for the hydra to retreat to in order to heal up, cause that's a fantastic idea and the party has no druid to wildshape and give chase.
what other ideas do you guys have? remember i'm looking for deadly but winnable.
luckily all the dark folk use poison so fort saves will be present in mass.
I did consider the pyrohydra, but the party just finished a fight with some flame drakes and I don't want to hit them with the same trick twice in a row, the warden hydra meshes well with the dark folk and has a lot of unique abilities the party won't expect
Nice, I think I'll leave out the dark dancer though, I'm gonna take him and add some bard levels then make him the leader the party thinks they understand.
I'll still be tied on action economy with the 6 other dark folk and the hydra, and with the caller's deeper darkness the dark folks see in darkness and the warden hydra has blindsense and blind-fight we should still have an interesting fight.
Thinking a stinking cloud or create pit within the deeper darkness will be potent as well.
This particular hydra, has been captured in the wild and raised/beaten into a very big and mean guard dog for an underground compound in the center of a city, so story wise the boggards don't fit, however i like the idea of some minions, maybe the hydra's handlers, though not sure what they should be, it's much more the guardian of a secret thieves guild type organization.
Edit: Just found the dark caller/stalker/slayers what's your take on putting one each of the caller and stalker and then 3 slayers?
So, I'm trying to put together a fairly epic hydra fight in a campaign I'm running, but I'm having difficulty deciding how to build it. The party is a large group (6-7 players) of wildly differing skill all running 25 point buy 5th level characters ranging many different races. There is an optimized pistollero gunslinger, an strength heavy fighter, a slightly insane blackblade/kensai magus/monk(too many voices in his head), a frail but effective wizard, a life oracle, a ronin samurai, and a rouge. The story isn't key but the fight set up is there is a large explosion leading to a sizable cave-in out of which will crawl this hydra. I want the fight to be tough and should definitely knock out one to two characters but I'm not looking for a wipe.
I'm leaning towards an 8 headed warden hydra which equates to a CR 9 encounter. The warden is a template that I'm sure none of the players have seen before and would be thematically appropriate, but I'm not sure if I'm stacking the deck too much.
Looking for thoughts and opinions. I want the party to be legitimately scared for their characters but make it a still winnable fight.
I'm thinking that instead of wizard I would go sorcerer but take the Arcane bloodline, I love some of the powers it grants, than make my bonded item a ring with a gem fitting the description for magic jar set in it and then also crafting it up into a ring of charisma, then I need only pick up one item from my body instead of virtually everything, I'll see if maybe I can't talk my gm into letting me take Natural Spell...might need to go amulet instead so that all animals would be able to wear it
do you modify her DC's accordingly? I'm guessing she has some sort of charisma boosting gear on her actual person. That's a good call on the tongues spell, I wouldn't have thought of that, at least not until it was too late. What about spell casting if she's jumps into an animal or some other magical beast that can't speak or make the appropriate somatic gestures?
The level 10 druid opted not to, and air bubble only lasts min/lvl so while it would work to ease the gunslinger's plight during combat it's not a longterm solution. It's a sandbox game so as long as the party wants to stay near the coast they will, also assuming they succeed in the overall endeavor of artifact recovery the cleric who they will report back to should be able to remove the disease. If they fail I expect them all to become pirates and thus the whole campaign will move into the water.